Index: third_party/WebKit/LayoutTests/fast/canvas/webgl/shader-precision-format.html |
diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/shader-precision-format.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/shader-precision-format.html |
deleted file mode 100644 |
index 94f2c07dbbcb40ab50c5cd7480bd074ff02f6299..0000000000000000000000000000000000000000 |
--- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/shader-precision-format.html |
+++ /dev/null |
@@ -1,108 +0,0 @@ |
-<!DOCTYPE html> |
-<html> |
-<head> |
-<meta charset="utf-8"> |
-<title>WebGL shader precision format test.</title> |
-<script src="../../../resources/js-test.js"></script> |
-<script src="resources/webgl-test.js"> </script> |
-<script src="resources/webgl-test-utils.js"> </script> |
-</head> |
-<body> |
-<canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas> |
-<div id="description"></div> |
-<div id="console"></div> |
-<script> |
-if (window.initNonKhronosFramework) { |
- window.initNonKhronosFramework(true); |
-} |
- |
-if (window.internals) |
- window.internals.settings.setWebGLErrorsToConsoleEnabled(false); |
- |
-var wtu = WebGLTestUtils; |
-description(document.title); |
-debug("Tests that WebGLShaderPrecisionFormat class and getShaderPrecisionFormat work."); |
-debug(""); |
-var gl = create3DContext(document.getElementById("canvas")); |
- |
-function verifyShaderPrecisionFormat(shadertype, precisiontype) { |
- shouldBeTrue('gl.getShaderPrecisionFormat(' + shadertype + ', ' + |
- precisiontype + ') instanceof WebGLShaderPrecisionFormat'); |
-} |
- |
-debug(""); |
-debug("Test that getShaderPrecisionFormat returns a WebGLShaderPrecisionFormat object."); |
-debug(""); |
- |
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_FLOAT'); |
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_FLOAT'); |
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_FLOAT'); |
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_INT'); |
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_INT'); |
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_INT'); |
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_FLOAT'); |
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_FLOAT'); |
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_FLOAT'); |
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_INT'); |
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_INT'); |
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_INT'); |
- |
-debug(""); |
-debug("Test that getShaderPrecisionFormat throws an error with invalid parameters."); |
-debug(""); |
- |
-shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.getShaderPrecisionFormat(gl.HIGH_INT, gl.VERTEX_SHADER)'); |
- |
-debug(""); |
-debug("Test that WebGLShaderPrecisionFormat values are sensible."); |
-debug(""); |
- |
-// The minimum values are from OpenGL ES Shading Language spec, section 4.5. |
- |
-var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 1'); |
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1'); |
-shouldBeTrue('shaderPrecisionFormat.precision >= 8'); |
- |
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT); |
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14'); |
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14'); |
-shouldBeTrue('shaderPrecisionFormat.precision >= 10'); |
- |
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT); |
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 62'); |
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 62'); |
-shouldBeTrue('shaderPrecisionFormat.precision >= 16'); |
- |
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT); |
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8'); |
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8'); |
-shouldBeTrue('shaderPrecisionFormat.precision == 0'); |
- |
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT); |
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10'); |
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10'); |
-shouldBeTrue('shaderPrecisionFormat.precision == 0'); |
- |
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT); |
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 16'); |
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 16'); |
-shouldBeTrue('shaderPrecisionFormat.precision == 0'); |
- |
-debug(""); |
-debug("Test that getShaderPrecisionFormat returns the same thing every call."); |
-debug(""); |
- |
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
-var shaderPrecisionFormat2 = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
-shouldBeTrue('shaderPrecisionFormat.rangeMin == shaderPrecisionFormat2.rangeMin'); |
-shouldBeTrue('shaderPrecisionFormat.rangeMax == shaderPrecisionFormat2.rangeMax'); |
-shouldBeTrue('shaderPrecisionFormat.precision == shaderPrecisionFormat2.precision'); |
- |
-finishTest(); |
-</script> |
- |
-</body> |
-</html> |
- |
- |